Lightroom: Map module keeps flashing "map offline" when it's not

  • 229
  • Problem
  • Updated 6 months ago
  • Solved
  • (Edited)
Photo of Dan Hartford

Dan Hartford

  • 122 Posts
  • 53 Reply Likes

Posted 1 year ago

  • 229
Photo of Alan Harper

Alan Harper

  • 430 Posts
  • 85 Reply Likes
It feels that I am always saying this—when I find a limitation (in this case, a hopefully temporary glitch) in Lightroom, the first thing I do is to search for a plugin that solves or works around the problem. In this case, Jeffrey's Geo-encoding plugin will help you get work done. You can go to a location in Google Earth and move the coordinates to a selected image, or go to the location in Google Earth from an image. For my georeferencing, I need to see overlay maps, which I have in Google Earth, so it is invaluable. But given the current glitch in Lightroom, it might have wider application.

http://regex.info/blog/lightroom-goodies/gps 
Photo of Michael Eicher

Michael Eicher

  • 11 Posts
  • 9 Reply Likes
From Germany:
For my point of view It is a real Lightroom Problem!
I tried Nikon ViewNXi wich also has a map module , and this does not have the described behavior. Also no problems in Zoner Photo Studio! 
The Problem is Lightroom!!! 

Such big Players as Adobe and Google shold have a direct communication channel to locate and fix this Problem. Why does it take so much Time?! Lightroom is a professional tool, why do users have to spend so much time in looking for a turnaround? 


Regard
Mikel from Germany
(Edited)
Photo of robgendreau

robgendreau

  • 63 Posts
  • 18 Reply Likes
For those who have macOS and want to geotag whilst Lr is getting fixed, I'd strongly suggest Houdah Geo. It's a dedicated geottagging application. For Lr users it's superb, even if you sometimes use the Map module to tag.

Houdah Geo has a media browser that can access Lr's folders and collections. So if you have imported, all you need to do is select the say dated folder, add the images, and then geotag 'em. You can use GPS tracks, other images, one of three maps, etc. Then have Houdah Geo process the images by writing to the files or sidecars. You can also do soe reverse geocoding, lookup elevation, and even some keywording. Houdah Geo writes the info; then you go back to Lr and do a "read metadata..." or Synchronize Folder and bingo, you're set.

If you use the Map module to find, a bit trickier. I'd suggest when you get Lr's Map to work you set a Location. Then you can  use the "Map Location" criteria in the Filter bar (thanks to Ms. Bampton, our Lr Queen, for pointing this out to me) to get all the images in that place. I have added a request to Adobe to fix Smart Collections so that you could make a Smart Collection with the Map Location as a criteria; for some reason it's missing, and this would then allow access dynamically to images added to an area without having to visit the Map module. https://feedback.photoshop.com/photoshop_family/topics/lightroom-allow-use-of-map-location-in-smart-...
(Edited)
Photo of Gilles Subias

Gilles Subias

  • 6 Posts
  • 6 Reply Likes
Anyway, I don't want to pay one more time $39 just for a feature included in LR I paid yet !
Photo of The Camera Eye

The Camera Eye

  • 7 Posts
  • 8 Reply Likes
For me this is probably the most annoying bug in Lightroom I have ever seen. Please fix this asap!
Photo of Olivier Lemaitre

Olivier Lemaitre

  • 1 Post
  • 0 Reply Likes
+1
Version de Lightroom : CC 2015.10.1 [ 1117303 ]
Licence: Creative Cloud
Système d'exploitation : Windows 10
Version : 10.0
Photo of Dominique PREVOTS

Dominique PREVOTS

  • 3 Posts
  • 0 Reply Likes
This reply was created from a merged topic originally titled Maps is outstanding.

Hello, when I use the module map of lightroom CC 2015.10.1 modulates it map posts me non-stop " the map is outstanding " when I move on this one.
I verified my internet connection, used another connection (iPhone SE(sharing)), reset my dock, verified the OS permissions OSX sierra, be made the last update of lightroom the problem persists.

I found nothing on the Internet to resolve this dysfunction.
Photo of Scott Surer

Scott Surer

  • 1 Post
  • 0 Reply Likes
Me too.

Lightroom version: CC 2015.10.1 [ 1117303 ]
License: Creative Cloud
Operating system: Windows 10
Version: 10.0
Application architecture: x64
System architecture: x64
Logical processor count: 8
Processor speed: 3.4 GHz
Built-in memory: 16321.4 MB
Real memory available to Lightroom: 16321.4 MB
Real memory used by Lightroom: 1252.4 MB (7.6%)
Virtual memory used by Lightroom: 1565.7 MB
GDI objects count: 726
USER objects count: 3283
Process handles count: 2878
Memory cache size: 0.0MB / 3824.3MB (0.0%)
Maximum thread count used by Camera Raw: 8
Camera Raw SIMD optimization: SSE2,AVX,AVX2
Camera Raw virtual memory: 518MB / 8160MB (6%)
System DPI setting: 96 DPI
Desktop composition enabled: Yes
Displays: 1) 1920x1200
Input types: Multitouch: No, Integrated touch: No, Integrated pen: No, External touch: No, External pen: No, Keyboard: No
Graphics Processor Info:
GeForce GTX 760/PCIe/SSE2
Check OpenGL support: Passed
Vendor: NVIDIA Corporation
Version: 3.3.0 NVIDIA 382.33
Renderer: GeForce GTX 760/PCIe/SSE2
LanguageVersion: 3.30 NVIDIA via Cg compiler
Photo of Erik Stensland

Erik Stensland

  • 9 Posts
  • 5 Reply Likes
Me too and it's driving me batty as I have so many images to geoencode at this time of year. Here's my info: 
Lightroom version: CC 2015.10.1 [ 1117303 ]
License: Creative Cloud
Operating system: Windows 10
Version: 10.0
Application architecture: x64
System architecture: x64
Logical processor count: 8
Processor speed: 3.5 GHz
Built-in memory: 32641.7 MB
Real memory available to Lightroom: 32641.7 MB
Real memory used by Lightroom: 1602.3 MB (4.9%)
Virtual memory used by Lightroom: 1703.4 MB
GDI objects count: 471
USER objects count: 1793
Process handles count: 1722
Memory cache size: 504.6MB / 7904.4MB (6.4%)
Maximum thread count used by Camera Raw: 8
Camera Raw SIMD optimization: SSE2,AVX
Camera Raw virtual memory: 590MB / 16320MB (3%)
System DPI setting: 96 DPI
Desktop composition enabled: Yes
Displays: 1) 2560x1440
Input types: Multitouch: No, Integrated touch: No, Integrated pen: No, External touch: No, External pen: No, Keyboard: No

Graphics Processor Info: 
GeForce GTX 650/PCIe/SSE2

Check OpenGL support: Passed
Vendor: NVIDIA Corporation
Version: 3.3.0 NVIDIA 382.05
Renderer: GeForce GTX 650/PCIe/SSE2
LanguageVersion: 3.30 NVIDIA via Cg compiler


Application folder: C:\Program Files\Adobe\Adobe Lightroom
Library Path: D:\LR Database\Lightroom Database 6.lrcat
Settings Folder: C:\Users\image\AppData\Roaming\Adobe\Lightroom

Installed Plugins: 
1) AdobeStock
2) Canon Tether Plugin
3) Facebook
4) Flickr
5) HDR Efex Pro 2
6) Helicon Focus Export
7) jf PhotoSafe
8) Leica Tether Plugin
9) Nikon Tether Plugin
10) ProShow Producer
11) ProShow Web

Config.lua flags: None

Adapter #1: Vendor : 10de
Device : fc6
Subsystem : 26503842
Revision : a1
Video Memory : 995
Adapter #2: Vendor : 8086
Device : 162
Subsystem : 84ca1043
Revision : 9
Video Memory : 20
Adapter #3: Vendor : 1414
Device : 8c
Subsystem : 0
Revision : 0
Video Memory : 0
AudioDeviceIOBlockSize: 1024
AudioDeviceName: Speakers (Realtek High Definition Audio)
AudioDeviceNumberOfChannels: 2
AudioDeviceSampleRate: 48000
Build: LR5x8
Direct2DEnabled: false
(Edited)
Photo of Dave Rye

Dave Rye

  • 2 Posts
  • 0 Reply Likes
Reminds me of not being able to find a solution for the eyedropper WB sampling cursor not matching up on my 4K monitor to let me see what pixel I am actually picking my balance from.  I just grow weary of concerns posted so long ago not being easily addressed/answers found on leased products.  Not everyone has anywhere near the same hardware/software combos, but some of the stuff is common enough it should become a higher priority than in trying to acquire a massive collection of average quality images to license to commoners in advertising.  No?
Photo of Tom Whitney

Tom Whitney

  • 1 Post
  • 0 Reply Likes
Same issue here.  My System Info...

Lightroom version: CC 2015.10.1 [ 1117303 ]
License: Creative Cloud
Operating system: Mac OS 10
Version: 10.12 [5]
Application architecture: x64
Logical processor count: 8
Processor speed: 2.2 GHz
Built-in memory: 16,384.0 MB
Real memory available to Lightroom: 16,384.0 MB
Real memory used by Lightroom: 2,537.1 MB (15.4%)
Virtual memory used by Lightroom: 5,352.8 MB
Memory cache size: 1,724.1MB / 3,864.7MB (44.6%)
Maximum thread count used by Camera Raw: 8
Camera Raw SIMD optimization: SSE2,AVX,AVX2
Camera Raw virtual memory: 548MB / 8191MB (6%)
Displays: 1) 3840x2160

Graphics Processor Info: 
Intel Iris Pro OpenGL Engine

Check OpenGL support: Passed
Vendor: Intel Inc.
Version: 4.1 INTEL-10.25.13
Renderer: Intel Iris Pro OpenGL Engine
LanguageVersion: 4.10

Installed Plugins: 
1) AdobeStock
2) Aperture/iPhoto Importer Plug-in
3) Canon Tether Plugin
4) ColorChecker Passport
5) Facebook
6) Flickr
7) Leica Tether Plugin
8) Nikon Tether Plugin
9) ON1 Photo RAW 2017
10) ON1 Resize 2017
Photo of Dmitry

Dmitry

  • 157 Posts
  • 52 Reply Likes
This reply was created from a merged topic originally titled Crazy behavior of the Maps tool if track is loaded and applied.

Looks to that crazy behavior of the Maps tool. I only changed selected image by mouse click but Lightroom showed me the following screens. Note that the selected pin on the map wasn't changed.






It happens only for some images (10%). For other images it shows only the third image for a second and then the correct screen (70%). But it's wrong as well because the screen is flickering. Some already showed images work fine (20%). So, it works differently each time when you select another image.

The issue happens only if you load and apply track before that.
Photo of asz01

asz01

  • 1 Post
  • 0 Reply Likes

I've got the same problem. map is offline (flashing a few seconds after zooming or move)

After holiday I cannot label photo gps in an efficient way. It is really annoying  and time consuming!


@Adobe: Please try to solve this problem asap!


Here's my info (taken 01.07.2017 18:00 MEZ): 

Version von Lightroom: 6.10.1 [ 1117303 ]

Lizenz: Unbegrenzt

Betriebssystem: Windows 10

Version: 10.0

Anwendungsarchitektur: x64

Systemarchitektur: x64

Anzahl logischer Prozessoren: 8

Prozessorgeschwindigkeit: 2,5 GHz

Integrierter Speicher: 12177,7 MB

Für Lightroom verfügbarer phys. Speicher: 12177,7 MB

Von Lightroom verwendeter phys. Speicher: 780,6 MB (6,4%)

Von Lightroom verwendeter virtueller Speicher: 692,5 MB

Anzahl GDI-Objekte: 422

Anzahl BENUTZER-Objekte: 1407

Anzahl Prozess-Handles: 1933

Cache-Speichergröße: 343,2MB / 2788,4MB (12,3%)

Maximale Anzahl Threads, die Camera Raw verwendet: 8

Camera Raw SIMD-Optimierung: SSE2,AVX,AVX2

Virtueller Speicher in Camera Raw: 47MB / 6088MB (0%)

DPI-Einstellung des Systems: 96 DPI

Desktop-Komposition aktiviert: Ja

Monitore/Anzeigegeräte: 1) 1920x1080

Eingabetypen: Multitouch: Nein, integrierte Toucheingabe: Nein, integrierter Stift: Nein, externe Toucheingabe: Nein, externer Stift: Nein, Tastatur: Nein

Informationen zum Grafikprozessor: 

GeForce GTX 960M/PCIe/SSE2

Check OpenGL support: Passed

Vendor: NVIDIA Corporation

Version: 3.3.0 NVIDIA 376.82

Renderer: GeForce GTX 960M/PCIe/SSE2

LanguageVersion: 3.30 NVIDIA via Cg compiler

Anwendungsordner: C:\Program Files\Adobe\Adobe Lightroom

Bibliothekspfad: D:\Lightroom\Lightroom Catalog.lrcat

Einstellungen-Ordner: C:\Users\userid\AppData\Roaming\Adobe\Lightroom

Installierte Zusatzmodule: 

1) Canon Tether-Zusatzmodul

2) Facebook

3) Flickr

4) Leica Tether-Zusatzmodul

5) Nikon Tether-Zusatzmodul

Photo of Yury Golubinsky

Yury Golubinsky

  • 2 Posts
  • 0 Reply Likes
the same problem for about a month already! (MacOS 10.12.5)
Photo of michal.cizek

michal.cizek

  • 3 Posts
  • 1 Reply Like
I called support and asked them to cancel my subscription. When they asked why I pointed to this bug. They offered me one month subscription free and I accepted.
So if you all do the same lost of revenue reported from support will be definitevly much more pushing then just complains on photoshop.com forum :)  
Photo of Dominique PREVOTS

Dominique PREVOTS

  • 3 Posts
  • 0 Reply Likes
Good idea. but I live in France and it's not possible to contact Adobe support by phone...
Photo of Scott Burnette

Scott Burnette

  • 1 Post
  • 0 Reply Likes
The software reverts to a 30 day trial if you cancel online anyway. Customers customer support didn't actually do him any favor.
Photo of Scott Burnette

Scott Burnette

  • 7 Posts
  • 2 Reply Likes
I stand corrected.  If -  like me - you renewed a 1-year agreement days before this issue started, they're going to try to charge you for half the remaining year if you cancel, despite not holding up their end.  Absolutely despicable. 
Photo of Stuart Lester

Stuart Lester

  • 2 Posts
  • 1 Reply Like
+1 I have the same problem, maps flickers and makes it pretty much unusable when zooming and panning. I am on Macos. I use Photolinker for my GPS duties, that seems to be a lot more reliable than Lightroom.
Photo of Gilles Subias

Gilles Subias

  • 6 Posts
  • 6 Reply Likes
I can't understand why it' so long for Adobe to solve this problem, shame on them
Photo of Victoria Bampton - Lightroom Queen

Victoria Bampton - Lightroom Queen, Champion

  • 4426 Posts
  • 1635 Reply Likes
Roelof's right, it IS a change made on Google's servers. The way we can tell?  It's affecting much older Lightroom versions that Adobe hasn't touched in ages, and they all stopped working at the same time. There are multiple ways of accessing the information on Google's servers, and the way Adobe's been using stopped working.
Photo of Roelof Moorlag

Roelof Moorlag

  • 118 Posts
  • 28 Reply Likes
That is not quite the case Raimundas, I read complaints with other apps too.
(Edited)
Photo of Paul Gibson

Paul Gibson

  • 9 Posts
  • 1 Reply Like
Likely a change in Google's API.  But Adobe (and maybe others) have failed to adjust for it. Companies always provide notice that they are changing things in their APIs.

The ball is definitely in Adobe's court.
Photo of Donald Rose

Donald Rose

  • 2 Posts
  • 0 Reply Likes
Same problem. With every bug and glitch and crash in LR and PS I am nearing the edge of the Adobe cliff. Now even the adobe forums are not working for me -

"System Error
We're sorry but a serious error has occurred in the system."

Very informative.
Photo of John Ewen-Jones

John Ewen-Jones

  • 4 Posts
  • 1 Reply Like
It is an API change from google they depreciated a function lightroom uses to move the map it can still load a map but mostly the wrong one,  you need to restart lightroom to change it thou. It doesnt matter see page 2 of this thread for a working solution.
 
Photo of Camilo Rozo

Camilo Rozo

  • 1 Post
  • 0 Reply Likes
Lightroom version: 6.10.1 [ 1117303 ]
License: Perpetual
Operating system: Windows 7 
Version: 6.1
Application architecture: x64
System architecture: x64
Logical processor count: 4
Processor speed: 2.7 GHz
Built-in memory: 8125.4 MB
Real memory available to Lightroom: 8125.4 MB
Real memory used by Lightroom: 2095.2 MB (25.7%)
Virtual memory used by Lightroom: 2162.1 MB
GDI objects count: 946
USER objects count: 2580
Process handles count: 2437
Memory cache size: 1675.5MB / 1775.3MB (94.4%)
Maximum thread count used by Camera Raw: 4
Camera Raw SIMD optimization: SSE2,AVX
Camera Raw virtual memory: 825MB / 4062MB (20%)
System DPI setting: 96 DPI
Desktop composition enabled: Yes
Displays: 1) 1600x900
Input types: Multitouch: No, Integrated touch: No, Integrated pen: Yes, External touch: No, External pen: Yes, Keyboard: No

Graphics Processor Info: 
Check OpenGL support: Failed
Vendor: ATI Technologies Inc.
Version: 3.3.12458 Core Profile Context FireGL 13.200.0.0
Renderer: AMD FirePro M2000
LanguageVersion: 4.30


Application folder: C:\Program Files\Adobe\Adobe Lightroom
Library Path: E:\Pictures & Videos\Lightroom\Lightroom 2 Catalog-2-2-2-2-2.lrcat

Installed Plugins: 
1) Canon Tether Plugin
2) Facebook
3) Flickr
4) Leica Tether Plugin
5) Nikon Tether Plugin

Config.lua flags: None

Adapter #1: Vendor : 1002
Device : 6841
Subsystem : 1789103c
Revision : 0
Video Memory : 1007
AudioDeviceIOBlockSize: 1024
AudioDeviceName: Speakers / HP (IDT High Definition Audio CODEC)
AudioDeviceNumberOfChannels: 2
AudioDeviceSampleRate: 48000
Build: LR5x8
Direct2DEnabled: false
GL_ACCUM_ALPHA_BITS: 0
GL_ACCUM_BLUE_BITS: 0
GL_ACCUM_GREEN_BITS: 0
GL_ACCUM_RED_BITS: 0
GL_ALPHA_BITS: 8
GL_BLUE_BITS: 8
GL_DEPTH_BITS: 24
GL_GREEN_BITS: 8
GL_MAX_3D_TEXTURE_SIZE: 2048
GL_MAX_TEXTURE_SIZE: 16384
GL_MAX_TEXTURE_UNITS: 8
GL_MAX_VIEWPORT_DIMS: 16384,16384
GL_RED_BITS: 8
GL_RENDERER: AMD FirePro M2000
GL_SHADING_LANGUAGE_VERSION: 4.30
GL_STENCIL_BITS: 8
GL_VENDOR: ATI Technologies Inc.
GL_VERSION: 4.3.12458 Compatibility Profile Context FireGL 13.200.0.0
GPUDeviceEnabled: false
OGLEnabled: true
GL_EXTENSIONS: GL_AMDX_debug_output GL_AMDX_vertex_shader_tessellator GL_AMD_conservative_depth GL_AMD_debug_output GL_AMD_depth_clamp_separate GL_AMD_draw_buffers_blend GL_AMD_multi_draw_indirect GL_AMD_name_gen_delete GL_AMD_performance_monitor GL_AMD_pinned_memory GL_AMD_query_buffer_object GL_AMD_sample_positions GL_AMD_seamless_cubemap_per_texture GL_AMD_shader_stencil_export GL_AMD_shader_trace GL_AMD_texture_cube_map_array GL_AMD_texture_texture4 GL_AMD_transform_feedback3_lines_triangles GL_AMD_vertex_shader_layer GL_AMD_vertex_shader_tessellator GL_AMD_vertex_shader_viewport_index GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_clear_buffer_object GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_compute_shader GL_ARB_conservative_depth GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_elements_base_vertex GL_ARB_draw_indirect GL_ARB_draw_instanced GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counters GL_ARB_shader_bit_encoding GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_stencil_export GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_snorm GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_envmap_bumpmap GL_ATI_fragment_shader GL_ATI_meminfo GL_ATI_separate_stencil GL_ATI_texture_compression_3dc GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_ATI_texture_mirror_once GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_copy_buffer GL_EXT_copy_texture GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_histogram GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shader_image_load_store GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_EXT_subtexture GL_EXT_texgen_reflection GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_bptc GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_add GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_rectangle GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_shared_exponent GL_EXT_texture_snorm GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_IBM_texture_mirrored_repeat GL_KHR_debug GL_KTX_buffer_region GL_NV_blend_square GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_explicit_multisample GL_NV_float_buffer GL_NV_half_float GL_NV_primitive_restart GL_NV_texgen_reflection GL_NV_texture_barrier GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_SUN_multi_draw_arrays GL_WIN_swap_hint WGL_EXT_swap_control
Photo of Adam Robb

Adam Robb

  • 1 Post
  • 0 Reply Likes
Me too... partial system info below.


Lightroom version: 6.10.1 [ 1117303 ]
License: Perpetual
Operating system: Windows 10
Version: 10.0
Application architecture: x64
System architecture: x64
Logical processor count: 8
Processor speed: 4.0 GHz
Built-in memory: 32706.8 MB
Real memory available to Lightroom: 32706.8 MB
Real memory used by Lightroom: 3306.9 MB (10.1%)
Virtual memory used by Lightroom: 3469.5 MB
GDI objects count: 921
USER objects count: 2424
Process handles count: 2232
Memory cache size: 7618.9MB / 7920.7MB (96.2%)
Maximum thread count used by Camera Raw: 8
Camera Raw SIMD optimization: SSE2,AVX,AVX2
Camera Raw virtual memory: 2381MB / 16353MB (14%)
System DPI setting: 96 DPI
Desktop composition enabled: Yes
Displays: 1) 2560x1440
Input types: Multitouch: No, Integrated touch: No, Integrated pen: Yes, External touch: No, External pen: Yes, Keyboard: No

Graphics Processor Info: 
GeForce GTX 960/PCIe/SSE2

Check OpenGL support: Passed
Vendor: NVIDIA Corporation
Version: 3.3.0 NVIDIA 382.05
Renderer: GeForce GTX 960/PCIe/SSE2
LanguageVersion: 3.30 NVIDIA via Cg compiler
Photo of Malc

Malc

  • 10 Posts
  • 0 Reply Likes
This is so annoying!  This connection detection stuff has always been way to aggressive anyway: try working on a train with phone tethering and intermittent wireless signal.  Why do you need to show this offline image and block usage if I positioned the map correctly before I went offline?  Better would be to cache image tiles and try to use these when offline, which is what a lot of apps do.  Motion X GPS on my phone for instance will try to scale tiles when it can't retrieve the ones it needs, up to a point when it will show "map data not availlable tiles".  Come on Adobe: fixing this current issue is an excuse to make this thing work much better in general.
(Edited)
Photo of robgendreau

robgendreau

  • 63 Posts
  • 18 Reply Likes
I put up a request that Adobe provide multiple map sources in Lr, https://feedback.photoshop.com/photoshop_family/topics/provide-for-multiple-map-sources-for-the-map-...

Please add your assent.

Not only could we then switch to a working map if say Google failed, but we could use other maps, like topographic maps, which are better for offroad geolocation anyway. Currently I have to use other mapping applications for this. If they can do it, Adobe certainly can.
Photo of Michael Harrison

Michael Harrison

  • 2 Posts
  • 0 Reply Likes
Adobe please work on this faster.  This problem makes the map module unusable.  It's constantly going offline

Lightroom version: CC 2015.10.1 [ 1117303 ]
License: Creative Cloud
Operating system: Windows 10
Version: 10.0
Application architecture: x64
System architecture: x64
Logical processor count: 8
Processor speed: 2.8 GHz
Built-in memory: 16242.3 MB
Real memory available to Lightroom: 16242.3 MB
Real memory used by Lightroom: 2476.4 MB (15.2%)
Virtual memory used by Lightroom: 2589.6 MB
GDI objects count: 897
USER objects count: 2831
Process handles count: 2943
Memory cache size: 3170.2MB / 3804.5MB (83.3%)
Maximum thread count used by Camera Raw: 8
Camera Raw SIMD optimization: SSE2,AVX,AVX2
Camera Raw virtual memory: 1445MB / 8121MB (17%)
System DPI setting: 240 DPI (high DPI mode)
Desktop composition enabled: Yes
Displays: 1) 3840x2160
Input types: Multitouch: Yes, Integrated touch: Yes, Integrated pen: Yes, External touch: No, External pen: No, Keyboard: Yes

Graphics Processor Info:
GeForce GTX 1050/PCIe/SSE2

Check OpenGL support: Passed
Vendor: NVIDIA Corporation
Version: 3.3.0 NVIDIA 382.05
Renderer: GeForce GTX 1050/PCIe/SSE2
LanguageVersion: 3.30 NVIDIA via Cg compiler


Application folder: C:\Program Files\Adobe\Adobe Lightroom
Library Path: C:\LightroomCatalog\Lightroom6CC\LightroomCatalog-2.lrcat
Settings Folder: C:\Users\xxx\AppData\Roaming\Adobe\Lightroom

Installed Plugins:
1) AdobeStock
2) Find Duplicates 2
3) HDR Efex Pro 2

Config.lua flags: None

Adapter #1: Vendor : 10de
    Device : 1c8d
    Subsystem : 39cb17aa
    Revision : a1
    Video Memory : 2009
Adapter #2: Vendor : 8086
    Device : 591b
    Subsystem : 39cb17aa
    Revision : 4
    Video Memory : 80
Adapter #3: Vendor : 1414
    Device : 8c
    Subsystem : 0
    Revision : 0
    Video Memory : 0
AudioDeviceIOBlockSize: 1024
AudioDeviceName: Speakers (Realtek High Definition Audio)
AudioDeviceNumberOfChannels: 2
AudioDeviceSampleRate: 48000
Build: LR5x8
Direct2DEnabled: false
GL_ACCUM_ALPHA_BITS: 16
GL_ACCUM_BLUE_BITS: 16
GL_ACCUM_GREEN_BITS: 16
GL_ACCUM_RED_BITS: 16
GL_ALPHA_BITS: 0
GL_BLUE_BITS: 8
GL_DEPTH_BITS: 24
GL_GREEN_BITS: 8
GL_MAX_3D_TEXTURE_SIZE: 16384
GL_MAX_TEXTURE_SIZE: 32768
GL_MAX_TEXTURE_UNITS: 4
GL_MAX_VIEWPORT_DIMS: 32768,32768
GL_RED_BITS: 8
GL_RENDERER: GeForce GTX 1050/PCIe/SSE2
GL_SHADING_LANGUAGE_VERSION: 4.50 NVIDIA
GL_STENCIL_BITS: 8
GL_VENDOR: NVIDIA Corporation
GL_VERSION: 4.5.0 NVIDIA 382.05
GPUDeviceEnabled: false
OGLEnabled: true
GL_EXTENSIONS: GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture GL_AMD_vertex_shader_viewport_index GL_AMD_vertex_shader_layer GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_conditional_render_inverted GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_distance GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_2_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_fragment_shader_interlock GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_gl_spirv GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_gpu_shader_int64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_parallel_shader_compile GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_post_depth_coverage GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_locations GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counter_ops GL_ARB_shader_atomic_counters GL_ARB_shader_ballot GL_ARB_shader_bit_encoding GL_ARB_shader_clock GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shader_viewport_layer_array GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sparse_buffer GL_ARB_sparse_texture GL_ARB_sparse_texture2 GL_ARB_sparse_texture_clamp GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_barrier GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_filter_minmax GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transform_feedback_overflow_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_polygon_offset_clamp GL_EXT_post_depth_coverage GL_EXT_provoking_vertex GL_EXT_raster_multisample GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_formatted GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_sparse_texture2 GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_filter_minmax GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_window_rectangles GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_context_flush_control GL_KHR_debug GL_KHR_no_error GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_KTX_buffer_region GL_NV_alpha_to_coverage_dither_control GL_NV_bindless_multi_draw_indirect GL_NV_bindless_multi_draw_indirect_count GL_NV_bindless_texture GL_NV_blend_equation_advanced GL_NV_blend_equation_advanced_coherent GL_NVX_blend_equation_advanced_multi_draw_buffers GL_NV_blend_square GL_NV_clip_space_w_scaling GL_NV_command_list GL_NV_compute_program5 GL_NV_conditional_render GL_NV_conservative_raster GL_NV_conservative_raster_dilate GL_NV_conservative_raster_pre_snap_triangles GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_draw_texture GL_NV_draw_vulkan_image GL_NV_ES1_1_compatibility GL_NV_ES3_1_compatibility GL_NV_explicit_multisample GL_NV_fence GL_NV_fill_rectangle GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_coverage_to_color GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_fragment_shader_interlock GL_NV_framebuffer_mixed_samples GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_geometry_shader_passthrough GL_NV_gpu_program4 GL_NV_internalformat_sample_query GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program5_mem_extended GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_path_rendering_shared_edge GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_sample_locations GL_NV_sample_mask_override_coverage GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_atomic_float64 GL_NV_shader_atomic_fp16_vector GL_NV_shader_atomic_int64 GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_NV_stereo_view_rendering GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_uniform_buffer_unified_memory GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NV_viewport_array2 GL_NV_viewport_swizzle GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_NVX_multigpu_info GL_NVX_nvenc_interop GL_NV_shader_thread_group GL_NV_shader_thread_shuffle GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advanced_coherent GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
Photo of Lee Hoy

Lee Hoy

  • 1 Post
  • 0 Reply Likes
Please add one more frustrated MAC user to the thread. For paying monthly, this type of bug should get TOP attention. Adds so much time to geotagging, very frustrating.
Photo of Gilles Subias

Gilles Subias

  • 6 Posts
  • 6 Reply Likes
Don't worry ! Will be maybe a Xmas gift!

Official Response
Hi,
We have logged the bug for this. We are looking into this.

Thanks,
Smit Keniya
Adobe Lightroom Team
Photo of Michael Harrison

Michael Harrison

  • 2 Posts
  • 0 Reply Likes
Not useful
Photo of Gilles Subias

Gilles Subias

  • 6 Posts
  • 6 Reply Likes
Do you think the official response  3 weeks ago was useful ?
Photo of Eric

Eric

  • 4 Posts
  • 0 Reply Likes
This reply was created from a merged topic originally titled Map module keeps refreshing when try to move around map and zoom.

Connected to the internet. When try to navigate to a place, use the mouse to move around the map, or zoom in or out, map module zooms out to view the "world by night graphic", then zooms back in to view the location. Sometimes the zoomed in view is correct, but often not, so go through the process again. Absolutely infuriating...
Photo of Bart Dejonghe

Bart Dejonghe

  • 6 Posts
  • 0 Reply Likes
+1

LR 2015.10.1 build 1117303
on macOS Sierra 10.12.5
Photo of Chris Amos

Chris Amos

  • 1 Post
  • 0 Reply Likes
Same problem - every time the map moves

Lightroom version: CC 2015.10.1 [ 1117303 ]
License: Creative Cloud
Operating system: Windows 10
Version: 10.0
Application architecture: x64
System architecture: x64
Logical processor count: 8
Processor speed: 3.4 GHz
Built-in memory: 32659.5 MB